Saturday, September 30, 2023

Play Report - Hunting on Narok

Only three days of in-game time were covered in the last session. The Crew of the High Victorian is on Narok. And chose to take a random patron job while waiting for the cargo convoy to ship out.

A local magistrate put out a bounty on a local prairie-dwelling beast known as the yong-gong (shrieking thing). He explained that it had broken into some local farms, killed livestock and then killed farm workers who were defending the herds. The magistrate said it had to be put down, so a “Wanted: Dead, success only” contract.

Do you see it?  It's right over there!
The player for the Marquis said he wanted a quick win, and a success on his record. Plus it would be a little bit of good PR for the Empire.

The players are learning, no rushing off without a plan or enough gear. The Marquis secured vehicles, communicators and enough gear. One PC, an ex-Army man bought himself a modified rifle LINK to hunt the yong-gong. The yong-gong is a big critter, about the mass of a Kodiak bear:

Saturday, September 23, 2023

Play Report - Ghost Town

At this week's game session, a number of regulars were absent so we turned to a standalone adventure with new characters. 

At my encouragement, several of the players went for Psionic training for their new PCs. What we got was a selection of low-level Psi talent, which they put to good use right away. 

The group, troubleshooters on Stavanger prime, were hired by a businessman to investigate some unusual happenings on a subordinate world. A mining town there had closed down when a better operation began elsewhere on the world.

The original owners of the land & mine eventually sold the property rights to the patron. He had a team of assessors on site, to determine the value of the location and inform what the patron might do with the land and buildings. 

The assessors reported back that strange things were happening around the town, so the patron hired the PCs to go out and act as troubleshooters. Get to the bottom of the mystery and let the assessors finish their work. En route to the subordinate world, the PCs passed the assessors' shuttle going the opposite direction. They'd seen enough and were scared off. 

Wednesday, August 30, 2023

The Place of and Importance of Gear

I was tinkering over the weekend with an old project of mine. It's an equipment list, things that either I've pulled from published CT stuff, or seen in other games, or invented on my own. 

I realized that most everything there could be useful, if (and only if) the PCs were in a specific situation and needed one of my widgets. 

The Equipment List in TTB is frankly sparse. Yet much of Traveller adventuring does not require much gear apart from weapons and armor. 

Until you start exploring. 

In the session a few weeks ago, the PCs were exploring a closed-down facility on an asteroid, at the request of a patron. I described the facility to the players, mentioning that the power was off, and had been for a decade, and the asteroid was tiny, so the interior was effectively at 0.0G. This detail, it seems, went over their heads, as no one brought anything along to help mitigate the zero-G experience. Also missing from the shopping list were light sources, and any medical kits or expertise. At least they had a PC with Jack-of-all-Trades. 

All that was left of the cargo bay was containers and scrap

They discovered upon arrival that the facility had no stairs. When in use, it had lift shafts to move people between the five levels. When the power was turned off, the lifts locked in place. One of them was at the top/entrance level, so that shaft was totally unusable. The other lift was at the bottom floor, so that shaft was a five-story drop. Even in near-zero-G, velocity builds up so there was no guarantee of a safe landing, making the jump down (and don't forget the absence of a medical kit) a dangerous option. This was important, as the Patron had informed them that the power plant was on the bottom level. If they could get to it and re-start it, then the lifts would work.

What resulted was a lot of improvisation and a fair bit of luck. As in: Chucking a mattress down the lift shaft and Geronimo-ing after it. That could have ended badly, but didn't. The players discussed afterwards how they could have packed to be better prepared. And in the end, it's player skill that enables the correct packing list for the job. Lesson learned.

For a different perspective: https://grognardia.blogspot.com/2023/07/i-hate-shopping.html

I will remind them about the gear lists in the next session.

Photo credit: Pixabay

Saturday, August 26, 2023

What Are the Assumptions of Traveller?

Bradford C Walker has written some interesting things about the point or goal of RPGs, hearkening back to the roots in wargames. He asked in one post, in relation to games, one of which was Traveller: “Make obvious what is hidden. Make explicit what is implicit.”

Okay, challenge accepted.

Some of what follows is quotes from The Traveller Book. TTB has the most extensive Introduction section of the three rules editions of CT. (TTB, LBBs 1-3, and Starter Traveller) Much of it is my read & interpretation of what I’ve found there.

Some say the one core assumption of Traveller is that communication moves at the speed of travel. The implications of that I touched on in this post.

An implicit assumption of Traveller is that the players are familiar with space adventure literature. There are references to different adventure novels throughout the rulebooks, and the Official 3I setting. 

Encounters are central to Traveller. In space, you have starship encounters. On uninhabited worlds there are animals and events to encounter. On inhabited worlds, there are legal, random and patron encounters. These are tools for the Referee to provide challenge and opportunity for the players. 

“The use of non-player characters is one of the most important things for a Referee to learn.” (TTB, p.13) "A large part of a Referee's job is the administration of encounters." (TTB, p.11) 

There are four types of NPCs. Spear carriers, informants, patrons, and trouble-makers. All can help or hinder the Travellers in their adventures. 

PCs also encounter Information. The Referee should keep information in four categories. One, what the PCs know because they exist in the world (common knowledge). Two what will cost the PCs little to learn. Three, what will cost them much to learn, and four, that which they cannot learn by themselves. 

Marc Miller (the author) states that conventional means like thrift and hard work do not work in Traveller. Bold, daring plans do, or might, work.


Friday, August 4, 2023

Actual Play report - Random Encounter

 Best thing to come out of the game today:

The PCs have a license for salvaging on a restricted planet. The Navy uses the world for exercises, and there’s a lot of military material laying about. Vehicles, munitions and other recoverable goods dot the surface.

During their explorations, I rolled for a Random Encounter, and got a Religious Group. Okay, why not? I never said the PCs were the only ones on the planet.  The group was travelling in ground vehicles, marked with the symbol of their religion.

I asked the player with the highest Education to tell us who this group was.

Everyone else jumped in with their ideas, so in the end what we got was:

 The Adepts of the Machine

This fringe cult group’s beliefs focus on the spiritual dimension of starships. Ships must be built by hand, with proper ceremonies, to avoid offending the space gods. Ships assembled at shipyards by unbelievers do harm to the fabric of space, and the gods punish the spacers by causing misjumps and drive failures.  Also, the Whisperers are the servants of the space gods, haunting the unbelievers.  

The Adepts build spacecraft by hand; they were on the salvage planet looking for materials with which to build, or like the PCs, good they can sell to buy components.

The PCs decided to not interact with the Adepts, and flew on.

This game is so much fun.


Image Credit: Pixabay

Wednesday, July 26, 2023

The Implications of Jump Drive

 The Jump Drive is the technology in Traveller that allows for FTL travel. We play Traveller, We know this. But have you thought about what that means?

The Jump Drive moves the PCs from hex to hex, yes. But how?  You look at the jump rating, which is a cross-reference of the size of the ship and the letter code, A to Z, of the drive. These give us the ratings from 1 to 6. Still telling you things you already know.

The point is this: a jump drive is not rated by how fast it can go. Any jump “takes about one week” (TTB, p. 49) whether you have a tiny type-A in your Free Trader or a mammoth type-Z in your super-cargo freighter. 


A jump drive rating tells you how far it can go in that one week. A jump-2 drive is not twice as fast  as a jump-1 drive; it has twice the range of the jump-1 drive.

There is no real-world comparison for this distinction. We rate vehicles, from bicycles to Blackbirds in rate of distance per unit of time. Faster vehicles cover the distance in less time. Not so in Traveller. A jump-1 drive takes as long as a jump-6 drive to do a one-hex transit. End of story. 

The difference is of vital importance to Travellers. Why? Because of a hard-wired fact of the Traveller setting, whether the 3rd Imperium or my own Church and Empire setting. Information, in order to propagate, must be carried. In ships, that all take a week to jump. 

From Supp 8, Library Data: Another central fact of interstellar travel is that no method of information transfer faster than jump drive transmission has been discovered. Ships can carry messages, but radio still lags at mere light speed. Communication is always restricted to the speed of interstellar transportation.

The distances between worlds is a fixed and unchanging quantity. If you want information about a world 6 hexes away, how long will it take for that information to reach you? Answer: either six weeks, or one. If you get your information delivered express, you get to act a month and a half before the other guy does, who’s waiting on a jump-1 courier to bring it.

The same goes when Travellers decide to, well, travel. A ship with Jump-4 can get a Traveller from Holtzmann to Stavanger in one week. A Jump-2 ship will take 3 weeks to make the same trip. Look at the map to figure out why. If your PC and his competition have a goal to reach on Stavanger, what is the essential play?  Securing the ship with long enough legs to get you there in one week.

Add to that this complication. Not all planets have the same access to the information delivery network. TTB page 89 says: 

Within the subsector, local governments will have established communications or trade routes connecting some (but not all) worlds.

AND

Communications routes should be carefully drawn so as to avoid making all parts of the subsector accessible; a subsector should reserve some areas as backwaters for exploration and adventure.

Depending on where you are, it may take even longer for the Big News to reach you.

The Traveller who wants to do big things and make a name for himself needs information, and needs it faster than his competition. Knowledge is Power. The Jump drive is the key to that power. 


Image credit: Pixabay